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Update #21 - Shock & Awe

[h2]Hi there![/h2]

Update #21 adds new dangers and opportunities themed around electric damage.

[h3][Game] New Hazard: Electricity[/h3]



Status

Description




  • The electric hazard lasts two turns and deals 15 base damage per turn.
  • Unlike the fire, gas and bleed hazards, there is no way for a survivor to mitigate the electric hazard.
  • Zombies with armour will take an extra 20% penetration damage when hit with electricity.
  • This reinforces the gameplay role of electric damage; it is extra effective against armoured zombies.


[h3][Game] New Mobile Rift: Tesla Rift[/h3]

This new rift acts in a similar way to the mobile Putrid and Inferno Rifts.



  • The Tesla Rift is comparatively larger than the other mobile rifts and moves faster.
  • This is balanced by the electric hazard being shorter lived, so the 'tail' of hazards left behind is shorter for a Tesla Rift.
  • These rifts starting appearing close to day 6.

[h3][Game] New Zombie: Electric Zombie[/h3]

Electric zombies emit a trail of electric hazards, much like putrid zombies and inferno zombies.



When an electric zombie takes damage or is attacking a survivor, this will trigger a 'Shock Arc'. A shock arc damages a nearby zombie or survivor and then jumps to them. Shock damage is dealt with each subsequent jump, halving until the damage stops. Use this to your advantage to damage clusters of zombies, but beware, melee is not appropriate for fighting electric zombies!

[h3][Equipment] New Utility Payload: Electric[/h3]

Time to turn shock damage against the zombies.





Payload

Description






  • You can now add a shock explosion payload to mines and grenades.
  • This has a narrower blast radius than a molotov but a greater hazard coverage inside that area of effect.







  • You can add an electric payload to bear trap blades.
  • This give a high chance to shock a zombie in addition to the bleed and pinned hazards given by the bear trap.




[h3][Equipment] New Ammo Augment: Electric[/h3]



Electric ammo has a high chance to shock a zombie. Watch out!

[h3]Overview Menu Rework & Extension[/h3]

The overview menu has been expanded and new sub-menus have been added. A new dot selector now sits at the top of the menu to help navigation.

  • Added the Library Tab - This offers a simple area to move the camera to the nearest library or open the library menu.
  • Added the Armoury Tab - Similarly, this is a simple menu to move the camera or open the base container.
  • Added the Stats Menu - A few gameplay statistics are shown here. These are broken down per survivor or globally.

  • Added the Archives Menu - This holds all of the tutorial prompts shown throughout the game.

[h3]Remaining Patch Notes[/h3]
  • [Quality of Life] Survivor automation will only cancel if there is a zombie that is too close to a survivor and it's in their line of sight. For example, automation would previously cancel with a passive zombie on the other side of a wall, which is not a sufficient threat to cancel automation.
  • [Balance] Zombies on fire will take 20% extra armour damage. This helps make the role of fire damage more consistent; it is extra effective at shredding armour.
  • [Bug] Fixed a nasty bug that could occur when starting a new game after an update.
  • [Bug] Fixed a bug where mobile hazard rifts would not refresh their visibility until the rift turn.
  • [Bug] Fixed a bug where the 'build a facility' quest goal would not load correctly.
  • [Bug] Fixed a bug where hover menus would not operate correctly if you finished the tutorial in an edge case.
  • [Bug] The Mosin was not displaying any attributes in the inventory when it should have been.
  • [Bug] Stopped blood decals occasionally spawning high in the air.
  • [Bug] Fixed a bug where loading a game through the load menu would instead start a new game in an edge case.
  • [Bug] Fixed a visual map issue where the road was overlapping on the western edge of the outskirts district.
  • [Bug] Fixed a visual bug where carried mines would not have the white-coloured highlight when viewed through a wall.
  • [Bug] Fixed an audio bug where some of the mine activation sounds would not trigger.

I appreciate your time and attention! For reading this far, here is a quick sneak peek - stay tuned for news about Undeadly launching into 1.0 soon!

Thanks, ːsteamthumbsupː
Ryan

Steam Cloud Support

Hi there!

Steam Cloud has been enabled for Undeadly. This means your save games will be synced by Steam, allowing you to easily switch between devices and keep your progress.



Thanks, ːsteamthumbsupː
Ryan

No Place Like Home (Part 2)

[h2]Hi there![/h2]

We are continuing to celebrate the 1 year mark of Early Access for Undeadly.

Here is Part 2 of the new major update 'No Place Like Home'.


Part 2 focuses on polishing the map and survivor automation.
  • [Map] The workshop doors in the autorepair building are now interactable.



  • [Map] Added doors to the remaining houses in the residential district.
  • [Map] Added a new spawn location for the survivor recruitment board at the supermarket.
  • [Quality of Life] Automated Workshop & Medical Bay

    • Engineers completing tasks and doctors healing patients will now be automated, much like looting and removing barricades.
    • Part of the automation quality of life improvements.
  • [Balance] Reduced the scrap cost of building a medical bay [150]
  • [Balance] Increased the scrap cost of building an armoury [0]
  • [Quality of Life] The starting location for your survivor group now has a wider exclusion zone to prevent zombies spawning too close in a new game.
  • [Quality of Life] The time taken to build facilities is now displayed as a fraction of days (when the duration is one or more days in length).
  • [Quality of Life] The facility hover menu is disabled while a replacement construction is taking place to prevent confusion.
  • [Quality of Life] Using the mitigate hazard ability now closes the ability bar if you are using the key navigation mode.
  • [Map] Improved the collision and object positions around the last stand house.
  • [Bug] Fixed a soft-lock that could occur when a survivor dies from their own molotov flame.
  • [Bug] Fixed line-of-sight leaks in variant B of the burnt house and the fence near the last stand house.
  • [Bug] Fixed the fence near construction site which had collision issues and line-of-sight leaks.
  • [Bug] Fixed a clearable barricade that could be walked through by one tile in the burnt house.
  • [Bug] Fixed a regression from update 19 where some clutter objects were made invisible to the camera.

Thank you for reading this! Your support over the Early Access campaign so far has been really appreciated.

Thanks, ːsteamthumbsupː
Ryan

No Place Like Home (Part 1)

[h2]Hi there![/h2]

Today Marks 1 year of Early Access for Undeadly. Thank you all for your support over this period!

I'm excited to release Part 1 of the new major update 'No Place Like Home'.


Now you can pick from some options for where to set up your base and its facilities.

Let's dive in!



[h3][Game] Reclamation[/h3]

Some areas of the map can be reclaimed and turned into a base.



[h3][Game] Renovation[/h3]

Once reclaimed, facilities can be built in that area.



In Part 1 of this update, only a select few buildings are able to be reclaimed. Part 2 will see more buildings become reclaimable.

[h3]Further Patch Notes[/h3]

  • [Bug] The correct animation is used for interacting with the dropped loot container.
  • [Bug] Fixed a bug where a survivor's gas mask breathing sound could continue after the survivor died.


Part 1 of the update will release later today. I look forward to expanding 'No Place Like Home' with Part 2. Please be sure to drop any feedback in the Discord server or the in game feedback tool.

Thank you for reading this! Your support over the Early Access campaign so far has been immensely helpful.

Thanks, ːsteamthumbsupː
Ryan

Patch 17th March 2024

Hi there

I've released a patch to fix some bugs in the tutorial and improve custom game mode support.

  • [Quality of Life] Refreshed some basic values like survivor health and action points after saving custom game mode changes during an active game. Note that new games are still required for the full effect of game customisation.
  • [Bug] Fixed a crash that could occur when navigating the buttons in the survivor screen when in the tutorial.
  • [Bug] Fixed a bug where the zombies would reveal too early inside the tutorial in some cases.
  • [Bug] The survivor hover UI now resets when exiting a menu.
  • [Bug] Disabled access to the tutorial when using a custom game mode.
  • [Bug] Fixed a navigation bug in the workshop menu which could occur when there were no tasks in progress.
  • [Bug] Fixed some config values not refreshing in the custom game menu when they should have
  • [Bug] Fixed a display issue on the HUD when large using custom survivor health values.
  • [Bug] Fixed a bug where the day-night cycle would not calculate correctly for certain custom values.
  • [Bug] Fixed a bug where a survivor could continue using their equipped weapon without the required abilities after retraining in the library.

Thanks ːsteamthumbsupː
Ryan